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Drift Racing! Practice drifting, or go racing against other real people.
I'm still developing the game (using GWT and WebGL4J). Any feedback would be greatly appreciated.
Still to come is a track editor, and creating teams to go drift racing together.
PLAY HERE >>> https://drift.team/
Happy drifting!

Hi, guys! I develop HTML5 games and mobile games, in game engine Construct 2 and Construct 3.
If you purchase any of my items - you will have full support!
You can write to me at https://codecanyon.net/user/gmsdev#contact and i will answer you as soon as possible
If you like my games, please rate them in ★★★★★ stars! :shocked:
How To Order A Exclusive Game:
You can also order a game, just email me - click on the button below
We discuss the possible implementation of your game ideas on the engine Construct 2 / Construct 3
We discuss the terms and cost of work.
I show demos on my server
You pay for the work - we send the source
You are the happy owner of a new exclusive game.
About Engine:
Construct 2 official manual
Construct 3 official manual
Games List:
Games Bundles:
5 games in 1 bundle - 25% Discount
10 games in 1 bundle - 35% Discount
20 games in 1 bundle - 45% Discount
40 games in 1 bundle - 55% Discount
50 games in 1 bundle - 60% Discount

Hello!
Adventure Drivers is my second HTML5 game after Medieval Defense Z.
My main work went into engine, tools, code and levels and the art was done by Gudo1.
I can share some of the details of what went into making this game. I also wrote a postmortem about my previous game Medieval Defense Z which you can check it here: http://www.html5gamedevs.com/topic/28332-postmortem-medieval-defense-z/
About Adventure Drivers
- 60fps 2D racing game.
- Written in Haxe.
- Used Pixi v4, Howler and Nape Physics Engine.
- Over 50k lines of code.
Visual Assets
All the visual assets were in flash SWF files and i needed to get sprites into spritesheets. Exporting hundreds of assets to PNG's by hand was too time consuming, so i wrote a command line tool in Adobe Air which takes assets from SWF files, applies transformations such as scale or rotation and exports all movie clips as images to a single graphics folder. The tool also creates XML file which has the animation data and anchor values for every image. Then i used TexturePacker command line tool to pack everything into a single spritesheet. For bitmap fonts i used Littera and packed font PNG's into the main spritesheet. After loading .fnt file i had loop over all chars and add x and y offsets based on the location of the font texture in the main spritesheet.
Audio Assets
Audacity and ffmpeg worked really well. Audacity for quick sound editing and ffmpeg for converting between various formats. Like in Medieval Defense Z i chose M4A for iOS and OGG for android and PC.
Batch script to convert all WAV files to OGG (64 bit rate):
for %%i in (*.wav) do (
ffmpeg -y -i "%%i" -codec:a libvorbis -qscale:a 4 -ac 1 "%%~ni.ogg"
)
Batch script to convert all WAV files to M4a (64 bit rate):
for %%i in (*.wav) do (
fdkaac -b 64k -o "%%~ni.m4a" "%%i"
)
Editing in Audacity: Fade In/Out, Amplify, Normalize, Change Speed and Equalization were the most useful tools/functions.
Level Editor
Used my own editor written in Action Script 3 which is basically a general purpose non-tile based 2D object placer with prefabs, grouping, undo/redo, etc. In order to create levels faster i also used Perlin Noise algorithm for terrain generation and procedurally placed decorations. After generating the level i still had to cleanup decorations, adjust terrain, add caves, place obstacles and items.
For saving to files i wrote a simple NodeJS server in Haxe and used POST to send and receive data which then is saved to disk.
Physics
Nape Physics Engine was great until i needed to run my game on mobile... Dynamic polygons became a real drag on CPU and i needed to simplify geometry in order to have any gains in terms of performance. Weirdly enough the terrain size was not that influential as much as adding 1 more car.
Also there was this weird issue with inlined code. Inlined code ran SLOWER in chrome than non-inlined... It was especially noticeable then physics engine caused large lag spikes. I noticed the same problem in Medieval Defense Z and large functions. I could not find anything online, so i disabled inline and split some of the large functions into smaller ones.
Frameworks and Rendering
At first i used Phaser framework but the performance issues were never ending. The transform updates were a major bottleneck so i had to pretty much hack around and disable portions of the framework until i was just using basic Pixi sprites and groups. Thankfully i didn't use much of any other stuff from Phaser (no camera, no physics, etc.) which made it easier to transition to Pixi v4.
One of the biggest issues was the terrain drawing. Phaser does not have any equivalent for large mesh rendering with exception of using tiles and masks which are very slow. So i needed to write a complicated set of functions to cut the terrain into thousands of rectangles and add them to the stage during gameplay. After converting to Pixi v4 i simply used pixi Mesh object and EarCut library for cutting polygon into a triangles. This was about 10x simpler to implement and it improved the performance. For Canvas i still needed to hack around and use pattern fill in Phaser and in Pixi.
Sounds
Different js sound libraries had a major difference in performance. Phaser sound library was quite good, however it did not have .rate property which i needed for the car engine sound, so i used 2 different engine sound loops with different rates and changed volume based on driving speed. I tried Pixi sound library but it had incredibly poor performance on mobile and was basically unusable even though this library had really nice features. Ended up with Howler which has the ability to set .rate and the performance was really good. Also Pixi v4 + Howler did not crash my old android device which was nice.
Bots
The AI code can be broken down in 3 steps: data gathering, decisions and actions.
In data gathering step the bot collects and processes information. For example: how long back and front wheels are on the ground or in air, how the rotation changed in the past second, average speed, etc.
Decisions are made in timed intervals and they depend on the "personality" of the car which i describe in 4 values: "ability", "aggression", "craziness" and "panic". The bot "decides" only if all conditions are satisfied. The decisions include: air rotation, ground rotation, random_rotation, random_jump, flip, wheelie, nitro, jump_over, jump_pickup and use_ability. For some of the decisions the bot also has to check nearby items and other cars.
The last step is "action" which simply means that the bot performs a function for a limited time unless some unexpected thing occurs. So the bot will stop the air flip action if any of the wheels interact with the ground.
Backgrounds
I wanted to do something interesting with the backgrounds so i decided to try pseudo 2.5D background scrolling stuff to see how it goes. The waves looked really nice so we went with it.
If you want to do something similar, the function you are looking for is this:
public static applyProjectionWithCamera(to_projection:Point, eye:Point3, camera:Point3, point:Point3):Point{
to_projection.x = (eye.z * (point.x + camera.x - eye.x)) / (eye.z + (point.z + camera.z)) + eye.x;
to_projection.y = (eye.z * (point.y + camera.y - eye.y)) / (eye.z + (point.z + camera.z)) + eye.y;
return to_projection;
}
Eye has fixed x = 0, y = 0 and z = 800 values. Camera x, y, z values are tied to the game camera which is tied to the player position. Each sprite has 3 3D points (triangle) associated with it and these points are placed somewhere in the background with high z value (distance), varying x value (horizontal) and high y value (vertical) for the clouds. Then i calculate 2D points (projections) for every 3D point. And set x, y, width and height for the sprite based on the 3 projected points.
The Game
For now we are doing a limited release on few websites and the game should playable very soon.
If you found this post useful let me know.

Bike Stunt ride-r is one of the best tricky GP stunt racing game in difficult stunt area without road rash game. Bike stunts are a furious racing and action game in which bike riders and extreme bike stunt with thrilling action free mission. This crazy game control is design by very unique top controls makes Bike race very exciting and nice time top killer, Bike Impossible Tricky Track Stunt mania is all about bike balance, skill and control as you guide your rider across all the different ramps, jumps, barrels and obstacles.It has a realistic crazy stunt and real challenger bike physics endless difficult tricky path trial road track. This game has a real free game play. Each level is more challenging step by step and exciting than the other simulation games. And perform some daring crazy stunts! https://play.google.com/store/apps/details?id=com.mtg.tricky.stunt.minibike&hl=en

Hello, Gamers/Game Devs!
I hope you all are having a wonderful day. I'd like to share with you a game I have been working on. Before 'publishing' it, I would like your feedback and any constructive ideas and suggestions you may have. Please either leave a comment or submit on the menu screen using the "Feedback/Bugs" button. Thank you to everyone who helps a fellow developer out! The URL is http://skrrt.ioAt the moment, there are no known bugs, so if you encounter un-excepted behavior please notify me and if possible, attach a screenshotPlease note: The game is multiplayer (each server can hold 50 players), however since it is still in testing phase there are also a few bots that will be there when others aren't.

Hi
I'm working on a top down racing game. Yesterday I decided to buy the box2d plugin for phaser to get collision physics. There is a simple top down racing game included as a tutorial which I tried out and the collision part was good enough for my needs. But the actual driving physics were not because it was more like a spaceship. If you would stop pressing forward the car would continue in current direction until slowed down. But when I turn during this sliding a car should go where the wheels point and not in its current direction like a spaceship.
So I decided to add my own driving physics to the demo which makes the car go in the direction of the wheels and instead of activating car.body.thrust(power) on key UP I call my function that ultimately sets car.body.x and car.body.y so it moves correct. The problem is that now I'm not colliding with the walls anymore because the box2d simulation is just getting the coordinates and doesn't move the car any more.
I would like to use box2d as much as possible but I couldn't figure out how to make the car not slide like a spaceship and if possible I want to avoid having to create my own collision detection. Any tips on how to approach this?

Hello there!
I'm Zombie Derby arcade racing game series developer, and I'm gonna make you an offer you can't refuse.
3D side-scrolling shoot-em-up, ZD and ZD2 have multiple modes of play including an endless survival mode and a random races. There’s plenty of destructible environmental elements as well that are guaranteed to help you let off steam after a long day. Not just strategy or advanced gameplay here: but also raw, bloody fun.
Here are the links to give you an idea about my games: http://zombiederby.com/part_1/ http://zombiederby.com/part_2/
Both of games are optimized for WebGL:
Zombie Derby 1 (WebGL): no public link.
Zombie Derby 2 (WebGL): http://www.kongregate.com/games/BrineMedia/zombie-derby-2
And I'm ready to bring my games to you adjusting them as quick as you'd like them on non-exclusive license for advanced fixed payment.
Contact Us:
Contact form: http://zombiederby.com/support/

Hi, guys Try my new game!
Play Online: https://www.scirra.com/arcade/racing-games/retro-speed-2-hot-roads-6949 Play FREE IOS: https://itunes.apple.com/app/retro-speed-2-hot-roads-crazy/id1069820692 Play FREE Android: https://play.google.com/store/apps/details?id=com.goodapp.retrospeed2
Description
Retro Speed 2 - Hot Roads And Crazy Racing Zone is an endless arcade racing. Drive your car on the road with a fast traffic. Collect coins and buy new cars. Your task is to become the fastest driver - a leader in the global race for the first place world ranking. Go for victory!
Features:
- 5 different locations
- 15 cars, there is a lot to choose from;)
- Beautiful 2D graphics
- Convenient control
- Online leaderboards
- 19 achievements
Gameplay:
- Your car is constantly increasing speed
- Touch the left half of the screen to move the car to the left
- Touch the right half of the screen to move the car to the right
- Collect points overtaking other cars on the road
- Collect coins to the orange car for that would buy new cars

Direct link to game: http://darkwalllke.com/Games/MotorSpeedway/ (free to play)
I've been working on MotorSpeedway for the last couple of days. It's a 2D top-down racing game. You can race on different tracks and win money to upgrade your car.
If you're interested in getting development updates, please check me out on twitter https://twitter.com/Darkwall_LKE or facebook https://www.facebook.com/profile.php?id=100010690715593. I'll post as I add more tracks and features.
Art is from Kenney http://kenney.nl/assets/racing-pack
It's controlled using the arrow keys, so it'll only work on a computer, not mobile. Please let me know if you have any issues. Feedback is much appreciated!
Thanks,
Darkwall

Hello everyone,
this is Crazy Racers. It's my first personal project
[Play the Game]
The game is an fast-pacing racing game.
Features:
12 Different tracks
6 Different Cars (each car has it's own style)
Different Obstacles
3 different game modes
Leaderboard
Game modes:
Grand Prix: You race a number of tracks, the racer with more points win a trophy
Quick Race: Race one track with 5 other opponents
Time Trial: Race alone to try to get to the leaderboard
Feedback are welcome, I hope you like this game
Game is Available for Non-exclusive License and Re-skins, contact me for me details and for the full version of the game
Cheers,

First post, and we're so happy to finally be able to share are early prototype! TRIF is a sci-fi experience built on the Goo Create platform that utilises the WebGL-powered Goo Engine. TRIF is currently in its very early stages of development but we have managed to put together a runnable application. You can find, and play the game directly at http://trifgame.com/. Bear in mind that the game currently does not have any victory conditions implemented as we are currently defining the game mechanics we want to pursue. If you have any cool ideas, please leave us a comment! If you want to take part of the journey that we have set out on, drop us a like on https://www.facebook.com/trifgame. Regards, The TRIF-team

Hey folks - I'm new to the board and wanted to show you a little side project I'm working on called Pixelracer. You can try it here - http://pixelracer.herokuapp.com It's all built with HTML, CSS and JS and runs on tiny track images (around 40x40 pixels) that are scaled up a bunch. The logic of the tracks is all based on the HEX colors of the pixels, so it's easy to make and edit tracks. Currently you can race against other players that might be online, or try to challenge for the medals on each track in the single player mode. Use the arrow keys to drive. Let me know any feedback you have, particularly around how to make the single-player experience more engaging. Cheers!

I'm new here, though not new to game programming I'll try being short and to the point. My university's final year project is a Car Racing (2D top-down) game that takes any (ANY) route of the player's choice from Google maps and turns it into a race track. Then the player challenges their friends and race in real-time multiplayer. And the game is made in Phaser. I can take the array of points returned by the maps API and convert those into Cartesian coordinates and draw the whole track, with the boundaries of the road and everything. The problem I'm facing now is that I have a rectangular road texture, and I want to fill that shape generated from the points of the route with that road texture. Now, I asked this question to someone before and they suggested that I make the rectangular texture into a trapezoid and manipulate the individual sections, the more the sections the smoother the fill will be. Makes sense in theory. However, I can't find anything related to this in Pixi. Using another topic, I did learn how to skew images in HTML5 Canvas, but I can't figure out how to go about doing this in Pixi. Any help would be appreciated Thanks for reading! PS: Here's what my application can do, at the moment (apologies, I couldn't upload the picture here directly for some reason):

Hey Guys, My goal is to create a top-down 2d racing game (if the title didn't give it away). I've done a bit of Googling for examples of this mechanic, but haven't found any (yet). On the other hand I've found a lot of "spaceship" mechanics and have been tinkering with it, but couldn't get where I wanted. My intention is to have a minimalist racing mechanic, acceleration/velocity, braking and drag. Oh, and steering. That's the problem, actually. I have used both "velocity/accelerationFromRotation" and modifying the acceleration with Math.cos/sin on rotation. I feel like the issue may be related to reducing the velocity/acceleration while steering (turning left/right), but that didn't work quite well, also. Finally, I'm not asking for dumb copy/paste code per se (but as this may be very basic, I would not dismiss it), instead I would like to know more about the theory, and then try to code it myself. p.s.: If everything goes well I'll write a tutorial and share it.

I am creating an HTML5 based top down racing game and in order to get the cars around the track, I've looked into using two potential solutions (which I have working to an extent): Paper JS Pathanimator I have got these both working individually in the sense that I can get objects moving around a path but the stumbling block I have is that each car will have its own starting position on either side of the race track (so won't always start at the same point within the path). The cars will also need to go single file after the first corner. Another factor is overtaking. I have managed to use some Javascript to work out when two objects intersect, but need to make the object behind effectively "go around" the one in front and then back onto the racing line. Quite a lot to work out here but wondered if anybody has some cunning ideas to make any of the above work? Your help would be most appreciated!! Thanks

Hi guys, this is my first participation in this forum that I follow as a reader in last months. I made a open source racing game/plataform, this is a work in progress, but is playable:http://wagnerandrade.github.io/old-school-racing/All comments are welcome!

Hey guys, I'm not sure if it is still allowed to post non flappy bird clones, but here is my latest game: Fast.
It's kind of a work in progress, as I'm trying to polish it as much as possible, but the game is pretty much done.
I made Fast for Clay.io's Got Game HTML5 competition. I was really proud of my game from last year, even though I didn't win anything, so I decided that this might be the occasion to create a new cool game.
All you have to do is to drive as long as possible without destroying your car, but I still tried to make it a little bit more than a simple scoring game (though I love these).
You can play 4 game modes at the moment: Free: basic endless scoring mode. The only goal is to go as far as possible.Time attack: same thing, but with a two-minute limit.No crash: in this mode, you have to go as far as possible without a single scratch on your car. Hit one single obstacle, and the game is over.Challenge: this mode is a little different. Everytime you play, you are given three challenges. You can only complete these objectives. Once you complete one of them, it is replaced by a new one If you guys have any feedback (good or bad), I'd be happy to read it and try to improve on (even on the graphics).
You can play the game at http://fast.remvst.com/
Have fun